Split overlay renderable generation to separate list

To make the code a bit more readable and consistent with normal renderables.
This commit is contained in:
reaperrr
2017-09-28 10:53:59 +02:00
committed by RoosterDragon
parent 4993e74748
commit 6ef95405bf

View File

@@ -126,6 +126,35 @@ namespace OpenRA.Graphics
return renderables;
}
List<IFinalizedRenderable> GenerateOverlayRenderables()
{
var aboveShroud = World.ActorsWithTrait<IRenderAboveShroud>().Where(a => a.Actor.IsInWorld && !a.Actor.Disposed)
.SelectMany(a => a.Trait.RenderAboveShroud(a.Actor, this));
var aboveShroudSelected = World.Selection.Actors.Where(a => !a.Disposed)
.SelectMany(a => a.TraitsImplementing<IRenderAboveShroudWhenSelected>()
.SelectMany(t => t.RenderAboveShroud(a, this)));
var aboveShroudEffects = World.Effects.Select(e => e as IEffectAboveShroud)
.Where(e => e != null)
.SelectMany(e => e.RenderAboveShroud(this));
var aboveShroudOrderGenerator = SpriteRenderable.None;
if (World.OrderGenerator != null)
aboveShroudOrderGenerator = World.OrderGenerator.RenderAboveShroud(this, World);
var overlayRenderables = aboveShroud
.Concat(aboveShroudSelected)
.Concat(aboveShroudEffects)
.Concat(aboveShroudOrderGenerator);
Game.Renderer.WorldModelRenderer.BeginFrame();
var finalOverlayRenderables = overlayRenderables.Select(r => r.PrepareRender(this)).ToList();
Game.Renderer.WorldModelRenderer.EndFrame();
return finalOverlayRenderables;
}
public void Draw()
{
if (World.WorldActor.Disposed)
@@ -173,32 +202,11 @@ namespace OpenRA.Graphics
Game.Renderer.DisableScissor();
var aboveShroud = World.ActorsWithTrait<IRenderAboveShroud>().Where(a => a.Actor.IsInWorld && !a.Actor.Disposed)
.SelectMany(a => a.Trait.RenderAboveShroud(a.Actor, this));
var aboveShroudSelected = World.Selection.Actors.Where(a => !a.Disposed)
.SelectMany(a => a.TraitsImplementing<IRenderAboveShroudWhenSelected>()
.SelectMany(t => t.RenderAboveShroud(a, this)));
var aboveShroudEffects = World.Effects.Select(e => e as IEffectAboveShroud)
.Where(e => e != null)
.SelectMany(e => e.RenderAboveShroud(this));
var aboveShroudOrderGenerator = SpriteRenderable.None;
if (World.OrderGenerator != null)
aboveShroudOrderGenerator = World.OrderGenerator.RenderAboveShroud(this, World);
Game.Renderer.WorldModelRenderer.BeginFrame();
var finalOverlayRenderables = aboveShroud
.Concat(aboveShroudSelected)
.Concat(aboveShroudEffects)
.Concat(aboveShroudOrderGenerator)
.Select(r => r.PrepareRender(this))
.ToList();
Game.Renderer.WorldModelRenderer.EndFrame();
var finalOverlayRenderables = GenerateOverlayRenderables();
// HACK: Keep old grouping behaviour
foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
var groupedOverlayRenderables = finalOverlayRenderables.GroupBy(prs => prs.GetType());
foreach (var g in groupedOverlayRenderables)
foreach (var r in g)
r.Render(this);
@@ -207,7 +215,7 @@ namespace OpenRA.Graphics
for (var i = 0; i < renderables.Count; i++)
renderables[i].RenderDebugGeometry(this);
foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
foreach (var g in groupedOverlayRenderables)
foreach (var r in g)
r.RenderDebugGeometry(this);
}